fix: remove incorrect V-flip from fog shader - use direct worldZ/mapH…#1248
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…eight The shader UV calculation had an incorrect Y-flip that inverted vision: - OLD: visionV = 1.0 - worldZ/mapHeight (WRONG) - NEW: visionV = worldZ/mapHeight (CORRECT) Root cause analysis: - Game transform.y (depth) → Three.js position.z → shader worldZ - Vision grid stores visionGrid[cellY] where cellY = floor(worldZ/cellSize) - Texture row cellY maps to UV v = cellY/gridHeight - Therefore visionV should equal worldZ/mapHeight with NO flip This was causing: - 6p test map: wrong starting base revealed (y=60/320 → v=0.81 → sampled north) - Both maps: moving south revealed north (inverted direction) Also updated VisionCompute.ts comment to clarify coordinate transformation. https://claude.ai/code/session_013Hqn3PxBW8h7hpMNMKKv1e
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…eight
The shader UV calculation had an incorrect Y-flip that inverted vision:
Root cause analysis:
This was causing:
Also updated VisionCompute.ts comment to clarify coordinate transformation.
https://claude.ai/code/session_013Hqn3PxBW8h7hpMNMKKv1e